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Thread: The Empire of the World II Era Edition | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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AnotherWun
Hired Hero
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posted February 07, 2019 12:37 AM |
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Salamandre said: Also hydras are not to be done in one run, stacks become more difficult as the rewards behind as well.
Right, what I'm asking is, is there a good strategy to deal with them? The best I've come up with is to distract them with clones, which is according to you an exploit, and in any case not good enough.
Thanks.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 07, 2019 12:53 AM |
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There is no other strategy than using, when possible, terrain to your advantage, block them with clones and such. Hydras immune to slow and blind are generally a pain in the bum, thats why I like using them in a while.
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AnotherWun
Hired Hero
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posted February 09, 2019 12:34 AM |
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Salamandre said: There is no other strategy than using, when possible, terrain to your advantage, block them with clones and such. Hydras immune to slow and blind are generally a pain in the bum, thats why I like using them in a while.
Hah. But there is another!
Yoda impressions aside, it turns out that if you spam quicksand 5-10 times you can impede their mobility enough to beat them. Your only unit that has as much difficulty with the quicksand is the champions, and you can teleport it out of the way eventually when you're ressing, if necessary (it generally isn't). You can trap the last stack of hydras against some quicksand with a couple of angel clones, giving you lots of time to res.
Of course none of this helps at all until you have no-retal on your angels. Which took a while...
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AnotherWun
Hired Hero
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posted February 09, 2019 02:07 AM |
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I've just noticed a very interesting bug. It appears to be a bug in ERA, but there might be something specific in this map that triggers it.
When fighting the barbarian with the Orcs (Gretchin?), the top stack of Orcs is peculiar. If you look carefully, it has the experience table (benefits, levels, etc.) of the Cyclops! So, for example, it has a chance of casting earthquake (like an experienced cyclops) but it doesn't have Elves as a special enemy. Also, all the other orc stacks have 52500 experience, which is just enough for them to be level 10 (Ace). The first stack is also at 52500 exp, but since it's using the cyclops experience table, it's only level 6. (And yet, bug atop bug, the graphic level indicator still has the two swords, indicating level 10.)
I have definitely seen this at least once before in this map but I didn't think about it enough to figure out what was going on. Obviously, it won't have any effect on armies of entirely one creature type.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 09, 2019 02:54 AM |
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I am aware of it, it happens in any map. Not much I can do about, is somewhere in the hardcoded lines.
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AnotherWun
Hired Hero
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posted February 09, 2019 04:24 AM |
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Speaking of bugs, there's a much more terrible one that's really messing with my game at the moment.
The problem is that the hero's clone spell stops working, because the game loses track of how many mobs you have on the battlefield. It tells you you have 20 creatures on the field already, even if you only have 10. This happens very consistently later in a battle where you have a lot of angel clones appearing and being killed over and over again, and interestingly the bug doesn't affect the angel's ability to clone - they still autoclone at the start of the turn just fine, until there really are 20 mobs on the field.
Are there any known mods or wog options that tend to provoke this bug, or any known way to avoid it?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 09, 2019 07:32 AM |
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I usually avoid that by placing stack whit automatic clone on hexes which are blocked on right side, ie the first vertical row at right side. This way I control which stacks will clone and the number of overall clones.
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AnotherWun
Hired Hero
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posted February 10, 2019 03:44 AM |
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Salamandre said: I usually avoid that by placing stack whit automatic clone on hexes which are blocked on right side, ie the first vertical row at right side. This way I control which stacks will clone and the number of overall clones.
Yeah, that works for a while, in some fights. Often you can't do that though. Oh well...
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AnotherWun
Hired Hero
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posted February 13, 2019 05:50 AM |
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Another bug
Every time I water-walk to the last lighthouse (in the sea, after genghis), my game crashes on the event in the ocean. Also, the events on land right near the lighthouses do nothing. At least, nothing I can see.
I worked around this bug by giving myself fly, using the trainer. Then I was able to fly from the third to fourth lighthouse without hitting the event in the ocean. Once there, I summoned a boat and hit the event, which appears to be an easy fight. But I can't actually do the fight and then get out, I'm stuck on the boat.
1) In the end, I flew in and out and just skipped that one fight. Is that OK or am I missing some invisible but critical thing with that fight?
2) Do the events on land, which appear to do nothing, actually do nothing? Or do they have an effect?
3) There's bottle that says "+5 nobility for each lighthouse visited". Does that mean anything or is it just there to confuse?
Thanks!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 13, 2019 09:55 AM |
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The map design is from 2005 or so, and it was for SoD. Empty events are used by mapmakers to prohibit landing with a ship, so the player has to use waterwalk instead. So you must not summon a boat, as the event itself says you will get stuck.
"Note to the player!
Do not summon a boat after this Lighthouse.You will be trapped if you do."
5 nobility for each lighthouse means +5 movement on sea, this is Heroes 3 mechanics, nothing related to wog here.
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AnotherWun
Hired Hero
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posted February 13, 2019 12:03 PM |
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Ok, sounds like I'm not missing anything much then. Whew.
BTW I just saw your piano performance on YouTube. Impressive! Are there other recordings?
I've been mainlining Martha Argerich for the last month or so. Mostly her Chopin and Ravel, some Prokofiev, etc. Her Gaspard de la Nuit is *intense*.
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AnotherWun
Hired Hero
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posted April 12, 2019 11:39 AM |
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Salamandre said: The map design is from 2005 or so, and it was for SoD. Empty events are used by mapmakers to prohibit landing with a ship, so the player has to use waterwalk instead. So you must not summon a boat, as the event itself says you will get stuck.
"Note to the player!
Do not summon a boat after this Lighthouse.You will be trapped if you do."
5 nobility for each lighthouse means +5 movement on sea, this is Heroes 3 mechanics, nothing related to wog here.
Out of nowhere I remembered this discussion and finally figured out what your mistake is.
I thought "nobility" was a translation of a French idiom that doesn't work correctly when translated literally. But I think that's not it at all- I think it's a typo! You must have meant "mobility".
nobility = being noble (a lord, or aristocrat, or having great moral character)
mobility = the measure of how easily or how much something can move
Am I right?
(Been too busy to finish this map the last few weeks, but I hope to get back to it soon!!)
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daemon_n
Known Hero
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posted June 25, 2019 08:12 PM |
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Edited by daemon_n at 20:56, 25 Jun 2019.
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is that possible to win 1st Ai Battle vs guard on 200%?
cause 60 dwarfs with luck will kill 1 AA on one strike.
48 dwarfs wih luck did 239 dmg
50 dwarfes killid my AA aftr middle of the battle
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 25, 2019 09:37 PM |
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You have 3 difficulties to pick from. Don't play Ouch if you get killed.
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daemon_n
Known Hero
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posted June 25, 2019 10:58 PM |
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Salamandre said: You have 3 difficulties to pick from. Don't play Ouch if you get killed.
finaly, i ve got evil hourglass like start art, i killed this dwarfs)
it was realy long time
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AlfWithCake
Known Hero
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posted June 28, 2019 11:29 PM |
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Hello, so I decided to tackle this masterpiece that was done by you and only you and noone else, all credits to Valery. It was embarrasing to learn that there're difficulties after 2 weeks of playing, because I didn't read "spoilers". I was reminded of them when I saw your screens. Didn't even notice new buttons .
I wonder if it was meant to dispose of your commander when you get into town and then hire another one, that will have 0 experience instead of -200k.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 29, 2019 06:29 PM |
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I didn't think of that alternative, surely you guys are perverts more than me.
But does it changes much for early game? Without artifacts and special scripts, the commander will still remain weak. Anyway, good for you that you found a flaw to exploit.
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AlfWithCake
Known Hero
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posted June 30, 2019 09:57 PM |
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I didn't play much, I'll report later. I think that it may not change early, but will change game after I get pandora with 120k exp and have much more leveled commander than hero.
Is it possible to get all 6 skills for commander or I'll have to stick with what I'll level up?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 01, 2019 10:43 PM |
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No, he doesn't get all skills, no special scripts for commander. I put him in only for the poison ability.
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AnotherWun
Hired Hero
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posted July 26, 2019 11:38 AM |
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Salamandre said: No, he doesn't get all skills, no special scripts for commander. I put him in only for the poison ability.
However, if you are willing to burn a few turns and some mithril (typically 30-40?), which is easy to do if you play a few battles on hard, you can easily give your commander all skills. Just camp a witch hut and keep flipping it to a new skill. Such commanders are quite formidable! With both Defense and Life (which is not a good idea if there are only four skills), along with blocking, damage reduction, and some commander artifacts, the commander can take really enormous hits and keep standing. Paralysis is also very powerful.
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